Cassiel wrote:How much gold/XP a spawn is worth changes depending on the number of spawns being produced in that lane. The total gold/XP value of a wave is constant.

Ok, so it wasn't just a bug, I'm just a noob that didn't understand the gold system.

Something else I've noticed is that if ash gets eaten while Shield of Faith is active then the graphic will stay at the spot where he was eaten and it will still be active in that area, similar to the bug you fixed where Shield of Faith continues after the Inquisitor has died.

We've had several more desyncs in the last few days, and a large one today. 5 people. I started to make a "combat log" but then realized that was stupid and probably an enormous waste of time. This is what it would have looked like. :p

I think something is wrong with buffs. Some end early (Haunt, Ignition), and some never go away (Toro's stomp or passive sometimes permaslow spawns), while others are triggered when they shouldn't be (randomly getting Boomstick debuff, boot sprint being activated after Browbeat). I haven't noticed any patterns that lead to these things breaking yet, but thankfully their occurrence is fairly rare.

Also there are spawns with different team colors sometimes. This only (I think) happens later in the game. Possibly because that's when lanes are upgraded.

This replay features witches with no attack animations, and witches with mortar attack animations. There are several which spawn from the lower-middle lane, starting at around 24 minutes. One of them goes to the top keep and idles there at around 25 minutes, but you won't see the mortars 'til a bit later. One, on lower-middle near alliance towers, has no visible attack until 26:14ish when she suddenly gains mortars. Another at 31:00ish at the same location does the same thing. Also, my Reliquary dropped on death at 35:54 on the top bridge. I'm Jean in this replay.

I remember seeing a few more witches with mortar attacks while playing but I figured three examples was enough.

I was playing w/ WD and somehow managed to break my Pain Ward to where it would always deal 0 damage whenever I placed one. What I had done was used a Reliquary w/ a double blood meter pain ward placed in it, went to gank a group of heroes and used VGS on them and laid down my double blood bath ward + another ward at the same time.

After that, my Pain Wards simply stopped damaging and I was forced to push with my other three skills as it was useless.

I was micro'ing our leaver Inq last night, and after Jimmy ate him, he never popped out again. He stopped taking damage after a while, and actually started to regen HP. First time I've seen it, but yale says it's common.

Here's an ultra-short desync replay. There are two seperate desync events in this one. Someone actually desynced before I chose the game mode, and it took just over 2 minutes to desync most of the rest.

Are replays needed on the assist bug, or is that something that's already being worked on?

We were in a pub and we had a pubbie (first time playing) that once we explained the assist bug to him (he was the recipient of it) -- immediately said, "oh, so i should go buy that brightdarken item you told us about."

1. Pale Fire's hotkey (F) does not work when trying to learn the ability.

2. Using summons is incredibly abuseable to acquire a heavy amount of gold all over the map, this is most easily done via Porphyria, but also BLM or Malf to an extent.

Since simply having ANY unit present when an enemy dies, you get gold. As a result, with Pory it's very easy to get one level of Galvanize, create 8 bugs and spread them around the map and burrow them. Since there is no natural counter to invisibility, Pory simply always gets the gold as well as scouts all over the map, making it redonkulusly useful.